cuda-samples/Samples/5_Domain_Specific/simpleVulkanMMAP/montecarlo.vert

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2022-01-13 14:05:24 +08:00
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform UniformBufferObject {
float frame;
} ubo;
layout(location = 0) in float pointInsideCircle;
layout(location = 1) in vec2 xyPos;
layout(location = 0) out vec3 fragColor;
const float PI = 3.1415926;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
void main() {
gl_PointSize = 1.0;
gl_Position = vec4(xyPos.xy, 0.0f, 1.0f);
float color_r = 1.0f + 0.5f * sin(ubo.frame / 100.0f);
float color_g = 1.0f + 0.5f * sin((ubo.frame / 100.0f) + (2.0f*PI/3.0f));
float color_b = 1.0f;
fragColor = vec3(pointInsideCircle.x * color_r, pointInsideCircle.x * color_g, color_b);
}